Wren's 4.0 Game

Class Skills

The following below are purchasable with class skill points. You must invest 1 point in an apprentice skill, 3 total points in an adept skill, and 5 total points in a master skill.

Unarmored Skill
For the unarmored combat expert. This skill utilizes offense and defense.Apprentice: You gain a +1 feat bonus to AC while unarmored.Adept: You gain a +1 feat bonus to attack rolls and a +2 feat bonus to damage while unarmored.Master: You gain a +4 power bonus to AC while unarmored.

Lightning Reflexes
Not just dexterity, this skill covers heightened senses to increase reflexes.Apprentice: Gain a +2 feat bonus to your Reflex defense.Adept: Gain 60’ feet sixth sense (cannot be surprised; can fight invisible creatures; can detect the supernatural).Master: When an area or close attack targeting your Reflex defense misses you and still deals damage on a miss, you take no damage from the attack instead.

Iron Will
Resist ill effects though sheer willpower and grit.Apprentice: Gain a +2 feat bonus to your Will defense.Adept: Be allowed to make a saving throw to immediately resist any condition.Master: Become immune to one status effect once an encounter.

Bastion of Might
This skill is all about toughness and damage resistance.Apprentice: Gain a +2 feat bonus to your Fort defense.Adept: Gain damage resistance equal to your Strength modifier against all damage.Master: When an area or close attack targeting your Fort or Will defense misses you and still deals damage on a miss, you take no damage from the attack instead.

Soul of the Ancients
This skill covers primal power, or just a really tough customer like Conan the barbarian.Apprentice: Use your Constitution modifier to determine bonus AC when wearing light and no armor.Adept: Gain an extra 25% of your total hit points + 5 points per rank in Health as temporary hit points at the start of any encounter.Master: Gain fast healing equal to your Constitution modifier.

Heart of the Wild
Learn the basics in survival, tracking, and eventually ranger status.
You gain training in Stealth.Apprentice: Gain a +2 feat bonus to your Initiative and Stealth checks.Adept: Gain training in Nature and one of the following: Heal, Insight, or Perception. You may move at your normal move rate while sneaking and take no penalties while moving over difficult terrain on a successful DC 20 acrobatics check.Master: Deal an extra 1d10 damage when you have combat advantage per successful attack roll. Can only be performed with light blade, heavy blade (one handed), spear, or bow.

Wizardry
This skill covers book-learned arcane knowledge.
You gain training in Arcana.Apprentice: Gain the ability to cast spells from the spell range categories. Gain a +1 power bonus to attack rolls with non-weapon implements (rod, symbol, and wand for example). Gain access to one of the following elemental types: Fire, Cold, Thunder, or Lightning.Adept: Gain 20 + 5 points per rank in Stamina as temporary stamina points at the beginning of any combat encounter.Master: While unarmored an unencumbered, gain a +2 dice increase in spell damage.

Magical Lore
Learn the basics of magical manipulation.
You gain training in Arcana, Nature, or Religion.Apprentice: Gain the ability to cast spells from the spell range categories. Gain a +1 dice increase in spell damage. Gain access to one of the following elemental types: Fire, Cold, Thunder, or Lightning.Adept: Choose from one element of the following: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You deal your choice of Ability score modifier in bonus elemental damage with all your attacks.Master: Add your Wisdom/Charisma modifier bonus as bonus Stamina Regeneration per round.

Elemental Knowledge
There are many different types of elemental powers that one can attune themselves too. These powers have a limit upon the mortal body, and only so many can be attuned to oneself.Apprentice: Gain the ability to cast spells from the spell range categories. Add a +1 damage per spell dice. Gain access to one of the following elemental types: Fire, Cold, Thunder, and Lightning.Adept: Gain access to one of the following elemental types: Acid, Force, or Poison.Master: Gain access to one of the following elemental types: Necrotic, Psychic, or Radiant.

Blighting Curse
The ancient curse-speakers used these skills to destroy opponents. Now you can harness their ancient power. Apprentice: As a minor action, curse one opponent up to far range. That opponent takes an extra 1d8 damage against you or your allies attacks until the end of the encounter or until a new target is chosen.Adept: The curse can be made against all opponents grouped within one range increment.Master: You may choose one additional effect on your curse from the following:

Empowered: 1d8 damage

Life Steal: 1d6 healing per successful attack roll

Enfeeblement: -2 penalty towards attack rolls and damage per dice until the end of your next turn

Vulnerable: One elemental resistance chosen is reduced to 0

Leadership
This powerful ability allows a leader to direct others in battle.Apprentice: As a minor action, grant one ally within Medium range a bonus basic attack.Adept: Bonus attacks granted by you now gain one of the following of your choice, at-will: Gain a Strength modifier to attack rolls; Gain an Intelligence modifier to damage rolls; Gain a +2 bonus to AC and Reflex defense.Master: Upgrade the apprentice basic attack granted to an at-will power.

Stealth Assassin
Learn the basics in stealth, movement, and eventually combat as a rogue.
Gain training in Stealth.Apprentice: Gain a +2 feat bonus to your Initiative and Stealth checks.Adept: Gain training in Acrobatics and one of the following: Bluff, Streetwise, or Thievery. You may move at your normal move rate while sneaking and take no penalties while moving over difficult terrain on a successful DC 20 acrobatics check.Master: Deal an extra 2d8 damage when you have combat advantage per successful attack roll. Can only be performed with light blade, light thrown, sling, or crossbow.

Healer
Practice and empower the use of positive energy.
Gain training in HealingApprentice: Every time you heal yourself or others, you add 2 + your Wisdom modifier as bonus healing.Adept: When an enemy attacks your Fort or Will defense, the enemy takes radiant damage equal to 2 + your Wisdom modifier.
You gain attunement to the Radiant damage type.Master: Every time you heal others, you are also healed for half the amount. Any power with Healing is discounted by 2 stamina points.

Retribution
Learn the skill of constantly counter-attacking while being attacked in melee.Apprentice:Reaction Condition abilities cost 2 less stamina.Adept: When an enemy attacks your AC defense in melee, the enemy takes physical damage equal to 2 + your Dexterity modifier.Master:Reaction Condition abilities grant a +1 bonus to all defenses until the end of your next turn, and your Adept parry ability adds an additional 1d8 damage.

Martial CombatApprentice: Gain proficiency in all Military weapons.Adept: Once an encounter, choose one of the following while wielding a Simple or Military weapon: Increase damage by one step in dice, a +1 to attack rolls, or a +3 to initiative.Master: Gain a +4 power bonus to damage rolls.

Defensive Martial StyleApprentice: Gain proficiency in light and heavy shields. Gain a +1 power bonus to saving throws.Adept: Gain a +1 bonus to AC while wielding a shield. Gain a +2 shield bonus to AC while shield-less.Master: As a minor action, withdraw from up to four opponents without provoking opportunity attacks.

Unarmored Martial StyleApprentice: Your unarmed attacks are treated as a Club.Adept: While unarmored an unencumbered, gain a +1 AC and Reflex defense bonus.Master: While unarmored an unencumbered, gain a +1[W] damage bonus.